Three.js - 渲染问题 - 动画在晃动

Three.js - issue with rendering - animation is shaking

我在旋转球体的渲染时遇到一个奇怪的问题:动画似乎在晃动,我不知道这个问题是从哪里来的。

这是 this link

上的示例

和渲染函数:

 function render() {

  controls.update();
  requestAnimationFrame(render);

  // For camera rotation : parametric parameter 
  timer = Date.now()*0.0001;

  // Coordinates of camera
  coordCamera.set(radiusCamera*Math.cos(timer), radiusCamera*Math.sin(timer), 0);

  // Rotate camera function
  rotateCamera();

  // Rendering
  renderer.render(scene, camera);

  }

具有 rotateCameracomputeRotation 功能:

function computeRotation (objectRotation, coordObject) {

  // Apply rotation matrix 
  var rotationAll = new THREE.Matrix4();
  var rotationX = new THREE.Matrix4().makeRotationX(objectRotation.rotation.x);
  var rotationY = new THREE.Matrix4().makeRotationY(objectRotation.rotation.y);
  var rotationZ = new THREE.Matrix4().makeRotationZ(objectRotation.rotation.z);
  rotationAll.multiplyMatrices(rotationX, rotationY);
  rotationAll.multiply(rotationZ);

  // Compute world coordinates 
  coordObject.applyMatrix4(rotationAll);

  }

  function rotateCamera() {

  // Compute coordinates of camera
  computeRotation(torus, coordCamera);

  // Set camera position for motion
  camera.position.set(coordCamera.x, coordCamera.y, coordCamera.z)

  }

如果有人能看出问题所在,那就太好了,

感谢您的帮助

更新:

我试图在下面插入解决方案;我没有制作动画,没有显示任何内容:这里是我对 jsfiddle 的尝试:

https://jsfiddle.net/ysis81/uau3nw2q/5/

我也用 performance.now() 试过,但动画仍然在抖动;你可以在 https://jsfiddle.net/ysis81/2Lok5agy/3/

上查看

我已经开始悬赏来解决这个问题。

requestAnimationFrame 将执行带有时间戳参数的回调渲染函数。使用该参数计算自上一帧以来经过了多少毫秒。然后使用该差异作为旋转的某个百分比。

var mySpecificLogic = function (millesecondsSinceLastFrame) {
  // rotate your camera here
  // if you want it to rotate 20 degrees every second
  var rotPerSecond = 20;
  var rotationPerMS = rotPerSecond / 1000;
  var rotationInDegrees = millesecondsSinceLastFrame * rotationPerMS;
  // call your rotation function
  // note: if you are also trying to move the ball with the mouse
  //    you'll want a hook to disable this basic rotation

  // set the camera to whatever rotation you want

  renderer.render(scene, camera);
};


var startTheWholeThing = function() {
    var lastFrameTime;
    var deltaT;

    function recurse( thisFrameTime ) {
        window.requestAnimationFrame(recurse);
        lastFrameTime = lastFrameTime || thisFrameTime;
        deltaT = thisFrameTime - lastFrameTime;

        mySpecificLogic(deltaT);

        lastFrameTime = thisFrameTime;
    }
  recurse();
};

startTheWholeThing();